Jun
Ice and Lightning Wizard Guide
Terms and their meanings
STR/DEX/INT/LUK: The stat names. Strength, and Dexterity are useless for Mages, unless you’re going to be a STR Mage. Mages only need INT, which influences their Magic Attack, and Magic Accuracy, and LUK, which is required for their equipment. LUK also adds avoid.
Regular LUK: The regular build for Mages of all sorts.
LUKless: A mage build with no LUK, which means higher damage, and (Usually) a longer dice roll.
STR Mage: Mages which are like Warrior Priests, for they are self-healing. Therefore, they turn into Clerics. I will be covering everything up to first job training, but then I will exclude them, for they are Clerics (Never heard of a STR Ice and Lightning Wizard, for they don’t use their magic at ALL), not Ice and Lightning Wizards.
Stat build: The stat build you will follow for the rest of your Maple career on this character, unless you are prepared to buy massive amounts of AP Resets.
Skill build: The order in which you add points into your skills.
Magician: The class in which you are! Or so I’m gathering from you reading this guide.
Funded and Unfunded: Being ‘Funded’ means having money from a higher leveled character and transferring it to this character so you can afford to be stronger. The more funds you have, the stronger you are, generally speaking.
Low-LUK Mage: I was told about this build by iEatNewbie, and when I asked what it was, here’s what he said in response: QUOTE(iEatNewbie) When you get luk equipments to wear high level staffs while you keep your luk lower than usual. This isn’t worth it unless you have a lot of money. :X
Pros and Cons of being a Magician
Pros: Regular LUK
-We are the strongest class for the first 30 levels. Cool, eh?
-We train extremely fast for said first 30 levels.
-Highest MP out of every class.
-The ‘Magic Guard’ skill lets us live off of our extremely high MP.
-We have a LOT of money.
-We can hit from far away.
-’Magic Claw’ let’s us stand behind an obstacle and hit enemies with the awesome animation that is MC.
-Surprisingly, our equips are pretty cheap.
Cons: Regular LUK
-We aren’t quite the strongest after the other classes get their second job.
-Our training is utterly slow at higher levels.
-We (With the exception being Cleric/Priest with MAXed Heal and Invincible) LIVE off of Magic Guard, literally.
-Our Stave and Wand prices can get rather up there in the price range.
-While the other three classes get their uber ATT gloves, we get the not-so-uber Magic Attack gloves. The formula isn’t the same, and we got a little cheated. We make up for it with MATT earrings, and shields (I think, anyway. May have been a rumor I heard xD), though.
-Lowest HP of all classes, with the exception of Blood Cleric.
Pros: LUKLess
-We hit with giant numbers once in the higher levels.
-We level like nothing I’ve ever seen. Especially at lower levels (I gained three levels in an HOUR during a rollback double EXP day. Shame I only got to play for that hour. I feel obligated to mention, though, that it was because I started at about level eight and 60% or so).
-We have HUMONGOUS MP, especially once we get Improving MP Increase.
-We make even more money than Regular LUK, which make quite a bit if they train in the right places.
-We get accepted into Party Quests (PQs) in the snap of a finger, especially if we have experience in that particular PQ.
-This could be a pro or a con, but we get the Sauna Robes. Technically, Regular LUK COULD use them as well, but it’s mostly LUKless. The con part is that we get an ugly overall which we’ll use forever, the pro is that it could theoretically get 50 INT. That would be extraordinarily expensive, though, and is recommended if you can afford it, or if you can get a ton of 10/30% Overall INT Scrolls (USE TEN PERCENTS; you won’t break your precious, precious Sauna Robe). You’d need White Scrolls almost indefinitely to make ten work, but it’s POSSIBLE, just not likely. You’d also need quite a few Sauna Robes, which can only be obtained by a level 30 quest, and are very expensive even clean of scroll usage.
Cons: LUKLess
-We lose more EXP when we die than Regular LUK.
-We can’t wear most Magician equipment.
-We MAY even out in the end with Regular LUK in damage, unless Nexon finally comes out with the blasted level 64 Maple weapons. Although, we won’t even out if we’re funded.
-We have few weapons that we can use: Umbrellas, Wooden Wand, and the Maple and Maple Lama staffs.
-Those few weapons we can use can EASILY get into millions of Mesos in the price range. Especially if they’re scrolled.
Pros: Low-LUK Mage
-They still don’t use LUK (Unless they can’t get their hands on good enough equips), they use LUK equips. If somebody had uber, high LUK equips like a Sauna Robe, some Work Gloves, a cape, and could somehow get a LUK Zakum Helm, from a previous character, namely, a Thief, they would be able to equip the high level staffs.
-If they had uber LUK equips, they would get amazing Avoid, and would hardly lose ANY experience upon dying, if any. =D
-They would still have amazing INT from being nearly LUKless, if they’re not LUKless. That means MATT, and MACC like LUKlesses.
-Even though their ZHelm would be scrolled for LUK, if it’s the right ZHelm, they’ll still get low-to-high teens in INT, STR, and DEX, the latter two useless (but for a STR Mage), the former extremely useful.
-Those high leveled staffs are pretty dang powerful. >:)
Cons: Low-LUK Mage
-They aren’t able to use INT equips.
-They’re more expensive than LUKlesses, who can be funded OR unfunded (though, obviously, funded will be stronger), and still be extraordinarily strong.
-If they can’t afford good LUK equips, they would be forced to either A. Put points into LUK, or B. Hold out with a weaker Wand/Staff until they CAN afford it. Both would be a major disadvantage.
-Their ZHelms will not be scrolled for INT, unless they can get good enough LUK equips to where they don’t need it (Which is EXTREMELY unlikely and it’s rather unrealistic to think it’s possible; they’d need a 50 LUK Sauna Robe[nigh impossible without White Scrolls], not to mention other things), so they’re missing out on TONS of damage and accuracy.
Pros: STR Mage
-Self-healing Mage Warriors. That was an odd description.
-STR Mages turn into Clerics, which have the skill Bless, which adds Accuracy.
-They have all the Cleric skills.
Cons: STR Mage
-They’re weak.
-They have no attacking skills, for they have no INT.
-Heal probably won’t have very much potency.
-They can’t use Magician equipment, for they have to roll four LUK. They can use the level 8 Magician equips, which don’t require LUK.
-They’ll train at Retz forever once they get to a certain point, I think.
Stat builds and their explanations
Regular LUK
This is the regular build, nothing special at the dice roll, just rolling for nothing special stats. It’s recommended for those who are unfunded. They have smaller damage outputs than LUKless mages. They use the regular equipment.
-Instructions: Keep your LUK stat 3 above your level at all times. In simpler terms, your Level +3.
LUKless
The LUKless build, which is generally recommended for more experienced players, and those who are funded, though being funded isn’t necessary for the survival of the character. They can’t use Mage equipment, for they can’t meet the LUK requirement. They generally use Sauna Robes scrolled for INT (Which, among the following, increases their damage output greatly, while the others’ only increase accuracy, except for Archers), much like Thieves, Archers, and Warriors scroll theirs for DEX. They also can’t use Mage weapons, except for the few that do not have LUK requirements, such as the Maple Staff, and Maple Lama Staff, and the level 8 Magician shirt and pants. Other examples include the Umbrella one handed sword set. Some say that Clerics are useless for this build, and I don’t agree with them.
-Instructions: Dump all of your points into INT, none into anything else.
STR Mage
STR Mage characters have chosen the class not to be powerful, but only to accomplish the extreme challenge that it is. They can’t use any of the Magician armors or weapons which require LUK, for they have to roll a four in LUK and keep it that way forever. They are like self-healing Warriors, for they ALWAYS become Clerics. They can’t use attacking skills efficiently, so they attack physically and never touch their attacking skills. No Energy Bolt, no Magic Claw, no Holy Arrow, no Shining Ray, or Genesis (IF you ever get to fourth job, which is practically impossible without spending every waking moment on the character for years training). You get Heal, but it’s only for healing HP; you’ll never use it for attacking enemies.
-Instructions: I’m assuming you dump all points into STR and DEX after you get INT to 20 for the job advancement. No touchy LUK or INT.
Low-LUK Mage
Low-LUK Mages need to scroll equipment for LUK, rather than INT, so they can equip the higher leveled staffs and be powerful. If they could accomplish that deed, they could be like LUKlesses, but with Magicodar’s or Kage’s. I don’t know if either one is even possible, but if it is…. wow. This build could pay off exponentially.
-Instructions: This is entirely my assumption, but I’m assuming that you are like a LUKless, unless you attempt the likely to end in epic failure unfunded Low-LUK Mage. They NEED LUK equips (Which are pretty stinking expensive), or they’re useless. Although, I suppose you could be an unfunded LUKless until you get enough money for LUK equips, and then be a Low-LUK. That would make much more sense in my opinion.
Rolling your stats
Once you log in, and select ‘Create a character’, it’ll bring you to a screen with a character in newbie equipment, and a name entry box, and a large box with the stat names, and the numbers that they got as they entered the creation screen. Pick the clothes, and the name you want, and then (If you didn’t get the perfect roll in the beginning, which is HIGHLY improbable, if it’s possible at all), roll the die. There are tons of different outcomes from rolling the dice. You don’t select your character class from the start, but you have to roll the stats that your class will use, or you’ll stink, no doubt about it. EX: Would-be-Magicians have to roll INT, and LUK. There are three different outcomes you’ll want , the one for LUK Mages, the one for LUKless Mages, and the one for STR Mages.
For LUK Magicians (Regular Magician)
Click the little picture of a die to roll the dice for your stats. For a regular Magician, roll until you get 4 STR, and 4 DEX. LUK and INT don’t matter. You’ll thank me when you figure out that those with 4/4 stats are “Perfect” characters, though the 4/4 varies depending on which class you’re going to be, I’m only covering Magicians here. Keep on clicking the little die until you get the desired stats. 5/5 or 5/6 are accepted, but you’ll be slightly stronger if you roll “perfect” stats. DO NOT GO OVER 11 IN TOTAL IN STR AND DEX, YOU WILL STINK.
LUKless Magician
This will probably take quite a while, so don’t get discouraged. Roll until you get 4 in STR, DEX, and LUK. You will have 13 INT, then. If you can’t do that, just make sure your INT stat’s roll is about 10-11. I don’t know if 13 in one stat is even possible anymore, though I KNOW that 12 is. You’ll just have 5 in one of the useless stats, and that is perfectly OK. If you’re that worried about being “Perfect”, buy AP Reset Scrolls until you get 4/4/13/4. Should only take one or two, if you followed my advice and took forever to roll.
STR Magician
Just roll a four in LUK, and the rest can be whatever.
Low-LUK Mage
I’m guessing you roll it like a LUKless.
Maple Island
You’ve appeared in MapleStory; welcome! On Maple Island, you swing your sword/axe/club at Snails (For a future Magician, they, and future Thieves, can only kill the Green Snails without wasting their time almost completely). As a future Magician, I recommend you do all of the quests on Maple Island, except for Mai’s second quest, and Biggs’ quest; you have to gather Orange Mushroom caps, which you’ll either have to get a friend to help who’s going to be a Warrior or Bowman, or take hours to get it all. It’ll save you a bit of fighting. You may be tempted to put a few points into STR, just a little, to help with bashing Snail skulls…. NO, DON’T DO IT. Unless you want to buy the same number of AP Resets you put points into STR, with REAL MONEY, don’t.
A STR mage could theoretically do the aforementioned quests.
Your beginner skills
Three Snails
Master Level: 3
Type: Active
Description: Hurls snail shells to attack monsters from long distance.
Level 1: Snail Shell -1, MP -10; Damage 10
Level 2: Blue Snail Shell -1, MP -15; Damage 25
Level 3: Red Snail Shell -1, MP -20; Damage 40
My recommendations: Eh. It’s OK. Either you max it, or you don’t. It can help you kill on Maple Island, actually, since you have no STR.
Recovery
Master Level: 3
Type: Supportive
Description: Enables the user to recover HP constantly for 30 sec. Terms between skills: 10 min.
Level 1: MP -10; Recover HP 24 in 30 sec
Level 2: MP -20; Recover HP 48 in 30 sec
Level 3: MP -30; Recover HP 72 in 30 sec
My recommendations: Again, eh. It’s your choice between this and Nimble Feet. This is rather useless, ’cause you can just pop a Red Potion, and BOOM, you’re cured.
Nimble Feet
Master Level: 3
Type: Supportive
Description: Enables the character to move around quickly for a short amount of time. Terms between skills: 15 min.
Level 1: MP -10; Speed +10 for 4 sec
Level 2: MP -15; Speed +15 for 8 sec
Level 3: MP -20; Speed +20 for 12 sec
My recommendations: It’s pretty good, if you need to get away from an Orange Mushroom quickly. Better than Recovery. >_>
Where to train
Regular and LUKless are the same, until you get magic.
-1-8, or 7 1/2: Snail Hunting Ground I, Snail and Blue Snail.
I know, it doesn’t have that great of a spawn; let’s face it, you’re a future Magician, you’ve got no strength. Yet. You will want to be here, if you don’t want to die every few seconds. Also, go do the quests, see Maple Isle, enjoy it while it lasts. Especially the quests.
Alternate for 5-8
-5-8: Snail Hunting Ground II, Snail and Blue Snail.
Has a slightly better spawn (I think…), and has more Blue Snails, which give 1 more EXP than Snails, whoopee.
Bye bye, Maple Island!
Once you reach level 8, or 7 1/2, travel to Southperry, and get on the boat. Wave goodbye to Maple Island, you won’t come back until you start another new character. Seriously, say good-bye. I love the place, since you can’t lose EXP when you die, as you can’t do the job advance.
The first Job Advancement
Once you land in Lith Harbor, find the cab and travel to Ellinia, the Magician’s town.
Ellinia
Once you reach the awesome treetop town of Ellinia, head to the very tip-top, and enter the building there. See the big old floating Magican, meet your new best friend, Magicians in training, Grendel the Really Old. He’ll be your best buddy, for quite a while. You more experienced Magicians know what I’m talking about, right? Talk to your new best buddy, and ask him to turn you into a Magician with his awesome Grendel powers. He’ll turn you into one if you have the required stat, which is 20 INT. If you’ve been following this guide, you’ll have no problems there.
Your new skills!
Improving MP Recovery
Master Level: 16
Type: Passive
Description: Recovering even more MP every 10 sec. The higher the level of the character and the skill level, the more recovery it enables the character to have.
Level 1: Constant additional recovery of MP
Level 2: Constant additional recovery of MP
Level 3: Constant additional recovery of MP
Level 4: Constant additional recovery of MP
Level 5: Constant additional recovery of MP
Level 6: Constant additional recovery of MP
Level 7: Constant additional recovery of MP
Level 8: Constant additional recovery of MP
Level 9: Constant additional recovery of MP
Level 10: Constant additional recovery of MP
Level 11: Constant additional recovery of MP
Level 12: Constant additional recovery of MP
Level 13: Constant additional recovery of MP
Level 14: Constant additional recovery of MP
Level 15: Constant additional recovery of MP
Level 16: Constant additional recovery of MP
My recommendations: Max it. You’re a Mage, you use MP, it heals MP passively every ten seconds, whether you’re attacking, or not.
Improving Max MP Increase
Master Level: 10
Type: Passive
Pre-requisite: Improving MP recovery Lv. 5
Description: This skill boosts up the amount of increase on MaxMP after each Level UP, or AP used on MaxMP.
Level 1: If Level UP, +2 more; if AP applied, +1 more on top on MaxMP
Level 2: If Level UP, +4 more; if AP applied, +2 more on top on MaxMP
Level 3: If Level UP, +6 more; if AP applied, +3 more on top on MaxMP
Level 4: If Level UP, +8 more; if AP applied, +4 more on top on MaxMP
Level 5: If Level UP, +10 more; if AP applied, +5 more on top on MaxMP
Level 6: If Level UP, +12 more; if AP applied, +6 more on top on MaxMP
Level 7: If Level UP, +14 more; if AP applied, +7 more on top on MaxMP
Level 8: If Level UP, +16 more; if AP applied, +8 more on top on MaxMP
Level 9: If Level UP, +18 more; if AP applied, +9 more on top on MaxMP
Level 10: If Level UP, +20 more; if AP applied, +10 more on top on MaxMP
My recommendations: MAX THIS IMMEDIATELY. Can’t stress it enough. It maximizes the MP you get. You get 20 MP A LEVEL, EXTRA, when this skill is maxed.
Magic Guard
Master Level: 20
Type: Supportive
Description: Temporarily replaces damage with MP instead of HP. If MP reaches 0, the HP takes a full hit.
Level 1: MP -6; Replace 11% of HP damage as MP for 111 seconds.
Level 2: MP -6; Replace 14% of HP damage as MP for 132 seconds.
Level 3: MP -6; Replace 17% of HP damage as MP for 153 seconds.
Level 4: MP -6; Replace 20% of HP damage as MP for 174 seconds.
Level 5: MP -6; Replace 23% of HP damage as MP for 195 seconds.
Level 6: MP -8; Replace 30% of HP damage as MP for 246 seconds.
Level 7: MP -8; Replace 33% of HP damage as MP for 267 seconds.
Level 8: MP -8; Replace 36% of HP damage as MP for 288 seconds.
Level 9: MP -8; Replace 39% of HP damage as MP for 309 seconds.
Level 10: MP -8; Replace 42% of HP damage as MP for 330 seconds.
Level 11: MP -10; Replace 49% of HP damage as MP for 381 seconds.
Level 12: MP -10; Replace 52% of HP damage as MP for 402 seconds.
Level 13: MP -10; Replace 55% of HP damage as MP for 423 seconds.
Level 14: MP -10; Replace 58% of HP damage as MP for 444 seconds.
Level 15: MP -10; Replace 61% of HP damage as MP for 465 seconds.
Level 16: MP -12; Replace 68% of HP damage as MP for 516 seconds.
Level 17: MP -12; Replace 71% of HP damage as MP for 537 seconds.
Level 18: MP -12; Replace 74% of HP damage as MP for 558 seconds.
Level 19: MP -12; Replace 77% of HP damage as MP for 579 seconds.
Level 20: MP -12; Replace 80% of HP damage as MP for 600 seconds.
My recommendations: Max this, it’ll keep you alive. Literally. Mages use this until they quit their character.
Magic Armor
Master Level: 20
Type: Supportive
Pre-requisite: Magic Guard Lv. 3
Description: Temporarily boosts the weapon defense by blowing magic into the armor.
Level 1: MP -8; Weapon Def. +2 for 54 seconds.
Level 2: MP -8; Weapon Def. +4 for 68 seconds.
Level 3: MP -8; Weapon Def. +6 for 82 seconds.
Level 4: MP -8; Weapon Def. +8 for 96 seconds.
Level 5: MP -8; Weapon Def. +10 for 110 seconds.
Level 6: MP -10; Weapon Def. +12 for 144 seconds.
Level 7: MP -10; Weapon Def. +14 for 158 seconds.
Level 8: MP -10; Weapon Def. +16 for 172 seconds.
Level 9: MP -10; Weapon Def. +18 for 186 seconds.
Level 10: MP -10; Weapon Def. +20 for 200 seconds.
Level 11: MP -13; Weapon Def. +20 for 244 seconds.
Level 12: MP -13; Weapon Def. +24 for 258 seconds.
Level 13: MP -13; Weapon Def. +26 for 272 seconds.
Level 14: MP -13; Weapon Def. +28 for 286 seconds.
Level 15: MP -13; Weapon Def. +30 for 300 seconds.
Level 16: MP -16; Weapon Def. +32 for 344 seconds.
Level 17: MP -16; Weapon Def. +34 for 358 seconds.
Level 18: MP -16; Weapon Def. +36 for 372 seconds.
Level 19: MP -16; Weapon Def. +38 for 386 seconds.
Level 20: MP -16; Weapon Def. +40 for 400 seconds.
My recommendations: No. Just, no. This skill is useless, don’t even touch it. Who needs 40 defense when we have Magic Guard, which protects us with a PERCENT, while this skill only guards against 40 damage. When you’re facing high leveled monsters that can kill do thousands in one shot, Magic Armor isn’t going to help. No.
Energy Bolt
Master Level: 20
Type: Active
Description: Use MP to attack one enemy.
Level 1: MP -6; Basic attack 20, mastery 15%
Level 2: MP -6; Basic attack 21, mastery 15%
Level 3: MP -6; Basic attack 22, mastery 20%
Level 4: MP -6; Basic attack 23, mastery 20%
Level 5: MP -7; Basic attack 26, mastery 25%
Level 6: MP -7; Basic attack 27, mastery 25%
Level 7: MP -7; Basic attack 28, mastery 30%
Level 8: MP -8; Basic attack 31, mastery 30%
Level 9: MP -8; Basic attack 32, mastery 35%
Level 10: MP -9; Basic attack 35, mastery 35%
Level 11: MP -9; Basic attack 36, mastery 40%
Level 12: MP -10; Basic attack 39, mastery 40%
Level 13: MP -10; Basic attack 40, mastery 45%
Level 14: MP -11; Basic attack 43, mastery 45%
Level 15: MP -11; Basic attack 44, mastery 50%
Level 16: MP -12; Basic attack 47, mastery 50%
Level 17: MP -12; Basic attack 48, mastery 55%
Level 18: MP -13; Basic attack 51, mastery 55%
Level 19: MP -13; Basic attack 52, mastery 60%
Level 20: MP -14; Basic attack 55, mastery 60%
My recommendations: Nope. One point, the requirement for Magic Claw, a skill you’ll use until you max Cold Beam second job (Level 41 for Ice mages, dunno for Lightning Mages).
Magic Claw
Master Level: 20
Type: Active
Pre-requisite: Energy Bolt Lv. 1
Description: Use MP to attack an enemy twice.
Level 1: MP -10; Basic attack 11 x 2 Hit, mastery 15%
Level 2: MP -10; Basic attack 12 x 2 Hit, mastery 15%
Level 3: MP -10; Basic attack 13 x 2 Hit, mastery 20%
Level 4: MP -10; Basic attack 14 x 2 Hit, mastery 20%
Level 5: MP -11; Basic attack 16 x 2 Hit, mastery 25%
Level 6: MP -11; Basic attack 17 x 2 Hit, mastery 25%
Level 7: MP -11; Basic attack 18 x 2 Hit, mastery 30%
Level 8: MP -12; Basic attack 20 x 2 Hit, mastery 30%
Level 9: MP -12; Basic attack 21 x 2 Hit, mastery 35%
Level 10: MP -13; Basic attack 23 x 2 Hit, mastery 35%
Level 11: MP -13; Basic attack 24 x 2 Hit, mastery 40%
Level 12: MP -14; Basic attack 26 x 2 Hit, mastery 40%
Level 13: MP -14; Basic attack 27 x 2 Hit, mastery 45%
Level 14: MP -15; Basic attack 29 x 2 Hit, mastery 45%
Level 15: MP -15; Basic attack 30 x 2 Hit, mastery 50%
Level 16: MP -16; Basic attack 32 x 2 Hit, mastery 50%
Level 17: MP -17; Basic attack 34 x 2 Hit, mastery 55%
Level 18: MP -18; Basic attack 36 x 2 Hit, mastery 55%
Level 19: MP -19; Basic attack 38 x 2 Hit, mastery 60%
Level 20: MP -20; Basic attack 40 x 2 Hit, mastery 60%
My recommendations: Max it. It’ll be your attacking skill until late forties. All I’ll say on the matter. The only bad thing is that it calculates the enemy’s Magic Resistance twice, meaning if one slash does bad damage because of the enemy’s Magic Resistance, the other is likely to do the same.
Skill builds: First job
I’ll list the Regular LUK first, then the LUKless (IF they’re different). Unfunded build, then the funded one. The legend is: Level #: Number put into skill. (Number total)
Regular LUK unfunded build
This is, as the title says, the skill build for people who don’t have a character funding them. I’ll list the Regular LUK first, then the LUKless (IF they’re different). The legend is: Level #: Number put into skill. (Number total) Here we go!
Level 8: 1 Energy Bolt. (1)
Level 9: 3 Improving MP Recovery. (3)
Level 10: 2 Improving MP Recovery, (5) 1 Improving MAX MP Increase. (1)
Level 11: 3 Improving MAX MP Increase. (4)
Level 12: 3 Improving MAX MP Increase. (7)
Level 13: 3 Improving MAX MP Increase. (10 MAX)
Level 14: 3 Improving MP Recovery. (8)
Level 15: 3 Improving MP Recovery. (11)
Level 16: 3 Improving MP Recovery. (14)
Level 17: 2 Improving MP Recovery, (16 MAX) 1 Magic Claw. (1)
Level 18: 3 Magic Claw. (4)
Level 19: 3 Magic Claw. (7)
Level 20: 3 Magic Claw. (10)
Level 21: 3 Magic Claw. (13)
Level 22: 3 Magic Claw. (16)
Level 23: 3 Magic Claw. (19)
Level 24: 1 Magic Claw, (20 MAX) 2 Magic Guard. (2)
Level 25: 3 Magic Guard. (5)
Level 26: 3 Magic Guard. (8)
Level 27: 3 Magic Guard. (11)
Level 28: 3 Magic Guard. (14)
Level 29: 3 Magic Guard. (17)
Level 30: 3 Magic Guard. (20 MAX)
-So, at the end of first job, if you’ve followed this build, you’ll have: 1 Energy Bolt,
16 Improving MP Recovery,
10 Improving MAX MP Increase,
20 Magic Claw,
20 Magic Guard,
0 Magic Armor.
Regular LUK funded Build
This is the build for those who can afford potions, and who want Magic Claw after Improving MAX MP Increase for more stable damage. You COULD do this being unfunded, but it’s like taking a vow of poverty, and isn’t recommended.
Level 8: 1 Energy Bolt. (1)
Level 9: 3 Improving MP Recovery. (3)
Level 10: 2 Improving MP Recovery, (5) 1 Improving MAX MP Increase. (1)
Level 11: 3 Improving MAX MP Increase. (4)
Level 12: 3 Improving MAX MP Increase. (7)
Level 13: 3 Improving MAX MP Increase. (10 MAX)
Level 14: 3 Magic Claw. (3)
Level 15: 3 Magic Claw. (6)
Level 16: 3 Magic Claw. (9)
Level 17: 3 Magic Claw. (12)
Level 18: 3 Magic Claw. (15)
Level 19: 3 Magic Claw. (18)
Level 20: 2 Magic Claw, (20 MAX) 1 Improving MP Recovery. (6)
Level 21: 3 Improving MP Recovery. (9)
Level 22: 3 Improving MP Recovery. (12)
Level 23: 3 Improving MP Recovery. (15)
Level 24: 1 Improving MP Recovery, (16 MAX) 2 Magic Guard. (2)
Level 25: 3 Magic Guard. (5)
Level 26: 3 Magic Guard. (8)
Level 27: 3 Magic Guard. (11)
Level 28: 3 Magic Guard. (14)
Level 29: 3 Magic Guard. (17)
Level 30: 3 Magic Guard. (20)
-So, at the end of first job, if you’ve followed this build, you’ll have: 1 Energy Bolt,
16 Improving MP Recovery,
10 Improving MAX MP Increase,
20 Magic Claw,
20 Magic Guard,
0 Magic Armor.
LUKLess Unfunded
This is the exact same thing as the Regular LUK unfunded, so please don’t tell me that. LUKLess are better than Regular LUK for this build, ’cause the equips are cheaper(with the exception of the weapons).
Level 8: 1 Energy Bolt. (1)
Level 9: 3 Improving MP Recovery. (3)
Level 10: 2 Improving MP Recovery, (5) 1 Improving MAX MP Increase. (1)
Level 11: 3 Improving MAX MP Increase. (4)
Level 12: 3 Improving MAX MP Increase. (7)
Level 13: 3 Improving MAX MP Increase. (10 MAX)
Level 14: 3 Improving MP Recovery. (8)
Level 15: 3 Improving MP Recovery. (11)
Level 16: 3 Improving MP Recovery. (14)
Level 17: 2 Improving MP Recovery, (16 MAX) 1 Magic Claw. (1)
Level 18: 3 Magic Claw. (4)
Level 19: 3 Magic Claw. (7)
Level 20: 3 Magic Claw. (10)
Level 21: 3 Magic Claw. (13)
Level 22: 3 Magic Claw. (16)
Level 23: 3 Magic Claw. (19)
Level 24: 1 Magic Claw, (20 MAX) 2 Magic Guard. (2)
Level 25: 3 Magic Guard. (5)
Level 26: 3 Magic Guard. (8)
Level 27: 3 Magic Guard. (11)
Level 28: 3 Magic Guard. (14)
Level 29: 3 Magic Guard. (17)
Level 30: 3 Magic Guard. (20 MAX)
-So, at the end of first job, if you’ve followed this build, you’ll have: 1 Energy Bolt,
16 Improving MP Recovery,
10 Improving MAX MP Increase,
20 Magic Claw,
20 Magic Guard,
0 Magic Armor.
Alternate LUKLess unfunded
This idea was put into my head by PinkFurryOne(UnLUKyPyro ClericalFury[He deleted the former] of Windia), my training partner for xFrozenLuck in Windia. With it, you can one hit Slimes most of the time at level fourteen, if you have at least 10-11 INT from the dice roll. Thanks, Furry. :3 I’m gaining EXP at the Slime Tree like mad with this build, at level 14 (Level 14 on 11/28/07).
Level 8: 1 Energy Bolt. (1)
Level 9: 3 Improving MP Recovery. (3)
Level 10: 2 Improving MP Recovery, (5) 1 Improving MAX MP Increase. (1)
Level 11: 3 Improving MAX MP Increase. (4)
Level 12: 3 Improving MAX MP Increase. (7)
Level 13: 3 Improving MAX MP Increase. (10 MAX)
Level 14: 3 Magic Claw. (3)
Level 15: 3 Magic Claw. (6)
Level 16: 3 Improving MP Recovery. (8)
Level 17: 3 Improving MP Recovery. (11)
Level 18: 3 Improving MP Recovery. (14)
Level 19: 2 Improving MP Recovery, (16 MAX) 1 Magic Claw. (7)
Level 20: 3 Magic Claw. (10)
Level 21: 3 Magic Claw. (13)
Level 22: 3 Magic Claw. (16)
Level 23: 3 Magic Claw. (19)
Level 24: 1 Magic Claw, (20 MAX) 2 Magic Guard. (2)
Level 25: 3 Magic Guard. (5)
Level 26: 3 Magic Guard. (8)
Level 27: 3 Magic Guard. (11)
Level 28: 3 Magic Guard. (14)
Level 29: 3 Magic Guard. (17)
Level 30: 3 Magic Guard. (20 MAX)
-So, at the end of first job, if you’ve followed this build, you’ll have: 1 Energy Bolt,
16 Improving MP Recovery,
10 Improving MAX MP Increase,
20 Magic Claw,
20 Magic Guard,
0 Magic Armor.
LUKLess funded
It’s the same as the funded Regular LUK build. Scroll up a bit to see it. :3 I’m guessing LUKless are also better in this one, because their equips are cheaper, and they’re rich.
Low-LUK for both
I’m just guessing here, but I think their builds would be the same as LUKless’.
STR Mage for both
I’m assuming that the funded and unfunded builds are the same, so, here.
QUOTE:(Scan9’s guide) –Magician (Lv.8, 67SP)–
Improving MP Recovery - 5
Improving Max MP Increase - 10 (MORE MP! Magic Guard is a staple, and with more MP, it’s even more useful)
Magic Guard - 3
Magic Armor - 20
Magic Guard - 20 }
Improving MP Recovery - 16} Best if added equally
Bolt - 1 (MP Eater)
Magic Claw build
This is the build where you put JUST enough points into Magic Claw to be able to OHKO certain monsters so you can train faster. I’m not going to go into specifics, because it all depends on the character in itself how much you’d need. Just put points into it until you can consistently OHKO Slimes, and then later Orange Mushrooms.
Perfectionist build
This is for extreme perfectionists who want as much MP as they can possibly get. Instead of one point in Energy Bolt at level 10, they get a point in MP Recovery so they can get MP Increase even sooner than they normally would, thus meaning a few more MP. I’m not sure how much more MP, but it’s not big enough to tough out the training until you get Magic Claw. Funded people have an option with this, though. They can do this, and then Exchange Quest themselves up until they can hold their own. If you’re going to do this build, either a. have a ton of time to waste training while you could’ve been training easily, or b. Exchange Quest.
Level 10, the point from the advancement into MP Recovery.
Get enough MP Recovery for MP Increase.
Max MP Increase.
Max either Magic Claw or Recovery. Since you’re most likely funded while doing this build, what the hey, do Magic Claw if you wish. You won’t be training much until it’s a relatively good level(say, four; you can one hit Slimes and POSSIBLY Orange Mushrooms, especially if you’re LUKless), most likely.
Max the one you didn’t max earlier.
Max Magic Guard.
At level 30 after following this build, you’ll have:
16 MP Recovery,
10 MP Increase,
20 Magic Claw,
0 Energy Bolt,
0 Magic Armor.
Training for first job
For all of the Magician builds, there is one thing for those lucky enough to be funded which sets them apart in leveling speed. It puts them in a whole different league. Of course, I’m talking about the Exchange Quest. That’s where you turn in 100 monster Ect. items for some experience and an item. For some of the drops you can turn in, the items just stink, period. Some of them rock, though. With 100 Werewolf Toenails, you can get either Icy throwing stars, ores, Mana Elixir, or 10% Weapon Attack for Glove scroll. I’m not going to go into the Exchange quest any more than that, but my point is, if you can afford Werewolf Toenails(or have a high level who can get them), use them for the EQ. It might be worth your while. Besides, the ores are rather worth it to your pocket, though not as much so as the stars and scroll.
Regular LUK
8-15: Henesys Hunting Ground, all the way. Anything lower than the Orange Mushroom platform. Keep moving up as the training gets slower and slower. Once you think you can take Orange Mushies without going broke, go ahead.
Anything above 15: I think Henesys PQ would be awesome for Regular LUKs. Just… try to get on a platform pretty high, like, right above the Moon Bunny’s head level, there’s a cloud you can stand on, I’m pretty sure. Just Bolt those blasted monsters, who’re trying to kill the awesome rice cake maker, AKA the Moon Bunny, into oblivion! Good luck Bolting them. I held off on the PQ until I got six Magic Claw. Then, I PWN’D. My current character is LUKLess, though, and Regulars might have trouble. Here is the pattern for dropping the Primrose Seeds on the platforms:
Top-left platform is for the Blue Primrose Seed.
The left is Yellow.
The bottom-left is Brown.
The top-right is Green.
The right is Purple.
The bottom-right is Pink.
Also, the plant formation is like so:
On the furthermost right is one Blue plant.
The next two to the left are Yellow Plants.
The next two to the left of the Yellow are the brown.
Then Pink.
Then one Purple, one Green, one Purple,
Above that, the left one is Green, and the right one is Blue.
20-up: The Ant Tunnel 1. The top floor, training solely on Horny Mushrooms. The EXP is awesome, coming from PinkFurryOne. I tried this out on my LUKless, and it was amazing.
LUKless
8-about 11: Snails, Blue Snails, Red Snails, and Shrooms on the first floor of Henesys Hunting Ground 1. The spawn there is very good, and at the rate you’ll be killing at, you’ll level insanely.
11-at LEAST level 3 Magic Claw(Level 14 if following Alternate unfunded build): Slimes at the Slime Tree (Dungeon, Southern Forest 1). If you’re following the Alternate unfunded build, then you should be able to one-two hit Slimes with a level 3 Magic Claw, if you have at LEAST 10-11 INT from the dice roll. The spawn is insane, the Slimes give good EXP and are easy to own, and you may (will) find a couple (a ton) of Lemona (The level 15 Mage glove, which you can’t use, ’cause you’re LUKless), meaning an easy 5k, IF you NPC it. If you sell it to a player (Which I doubt will happen), it might fetch a nicer price, somewhere in the area of 10-11k.
Alternate for once you get at least six Magic Claw (or want to tough it out with Bolt): Henesys PQ. It’s awesome. It nets EXP better than any training, if you have a good leader. Today (Friday, November 30th, 2007; started level 15 with low %), I got into like, three or four, and leveled to 16. I started REALLY low on EXP %, as well. It’s awesome.
About level 15: Orange Mushrooms. Still at HHG1, the third and fourth floors respectively. You could also try the Mushroom Forest in Zipangu, though you would need a higher leveled friend to help you by clearing out every level except for the Orange Mushie level. That makes the Orange spawn IMMENSE. The spawn is awesome in both, but there’s a BIG difference: HHG1 is filled to the brim all the time, whereas the Mushroom Forest is the exact contrast; there’s NEVER anyone there. I saw like two people while I was training there who I hadn’t invited.
16-up: For those who followed the Alternate Unfunded(or who want to tough it out with Bolt) can now completely OWN the Henesys PQ. You’ll need a Claw Rogue in your party, a Warrior with a decent level Slash Blast, a Mage with Claw(A.K.A.: you), and another Claw Rogue would help. Claw Rogues are the best thing you could have there to help, except for a higher leveled Mage with a high leveled MC. I used to think that Archers were completely useless in this, but if they have their range skill MAXed, they can snipe from one of the platforms, saving that poor Moon Bunny a heck of a lot of trouble, and therefore saving you a lot of trouble; they’re not a necessity, but they certainly help. Don’t smuggle, I think it’s illegal. Better not to try it unless you’re COMPLETELY sure it isn’t illegal. Rushing isn’t, though. =D Although, if you can take the bonus, DO IT. I recommend it wholeheartedly. Those pigs are great EXP.
Alternate for once the Hene PQ gets too hard to get into, or you get bored of it (At LEAST 18): Pig Beach. The spawn is awesome. Just clear out the top platforms once in a while, or get a party member to do it, and you should keep the (Ribbon) Pig spawn at the bottom great. Pack some Cranberry Sauce/Wizard Pots/NLC MATT pots/something that increases MATT by a lot. They’ll help you OHKO Ribbons, therefore saving you from their wrath. Sometimes.
Once you can hit Ligators and Curse Eyes 100%-31: Kerning City PQ. It’s unparalleled in training for this level. However, you need a certain amount of Magic Accuracy before you can hit them(duh :mush1g.gif, and when I tried at level 21, I missed constantly. Especially on the Curse Eyes. I didn’t even get a glimpse of King Slime, because I was cheating death trying to kill the Curse Eyes. I only have 11 INT from the dice roll, and I don’t know the INT to Magic accuracy formula, so I don’t know if a 12 or 13 INT LUKless would be able to do this or not. I’d appreciate it if somebody could provide said formula, and remind me how to tell how much ACC you need to hit something by looking at its Avoid.
20-up: The same place as Regular LUK’s, the Ant Tunnel 1. Same place, same tactics. Although, the spawn is pitiful unless you have somebody taking out the Zombie Mushes at the bottom. Karen(MariaColette the Ranger) was stalking me on Maple, and she came into the Ant Tunnel, and started ABUSING Arrow Rain on the Z.M.’s, making the Horny Mushroom spawn at the top awesomesauce.
STR Mage
-All: HALP ME PL0X.
Low-LUK Mage
-Again, only assuming, that it’s the same as LUKLess training.
Second Job
Well, you’ve made it. Level 30 is a feat. It takes some people forever to get here, and for some others it takes less than a week. I’m in the former category, being limited to an hour on Maple a day. Well, if you’re done listening to me gab about nothing of importance, here are the instructions to become a second job Magician:
Once you reach level 30, go back to your good old best buddy, Grendel the Really Old. He’ll congratulate you, and give you your test. You have to go to a certain place (The exact spot eludes me), and kill a ton of beefed Horny Mushrooms, and some wimpy Curse Eyes. You need to collect 30 Dark Marbles, by killing the aforementioned monsters. Once you do, go back to the top, where you began this little escapade, and talk to the instructor. Once he gives you your little…. let’s say certificate of completion(I can’t remember the name; it’s been forever since I took the test xD), and get the snap out of there. Go back to your best buddy, chat it up, and finally, he’ll ask you which class you want to be: Cleric, Ice and Lightning Wizard, or Fire and Poison Wizard. Choose the second(I hope you’re going to be an I/L, since I’m writing this guide for you guys), and then, watch the pretty yeller light come up above your head. YAY! You’re now an Ice and Lightning Wizard! =D Now…. put your first point into whatever you want to put it in(I suggest Teleport; easy movement, and it’s SO FUN to just teleport out of the way of enemies just as they’re about to whomp you =D You can also Telecast).
Second job skills!
MP Eater; Master Level: 20
Type: Passive
Description: Soak up an enemy’s MP after every magic attack. But if its MP reaches 0, no more.
Level 1: For every attack, 11% success rate, absorb 21% of the enemy’s MaxMP
Level 2: For every attack, 12% success rate, absorb 22% of the enemy’s MaxMP
Level 3: For every attack, 13% success rate, absorb 23% of the enemy’s MaxMP
Level 4: For every attack, 14% success rate, absorb 24% of the enemy’s MaxMP
Level 5: For every attack, 15% success rate, absorb 25% of the enemy’s MaxMP
Level 6: For every attack, 16% success rate, absorb 26% of the enemy’s MaxMP
Level 7: For every attack, 17% success rate, absorb 27% of the enemy’s MaxMP
Level 8: For every attack, 18% success rate, absorb 28% of the enemy’s MaxMP
Level 9: For every attack, 19% success rate, absorb 29% of the enemy’s MaxMP
Level 10: For every attack, 20% success rate, absorb 30% of the enemy’s MaxMP
Level 11: For every attack, 21% success rate, absorb 31% of the enemy’s MaxMP
Level 12: For every attack, 22% success rate, absorb 32% of the enemy’s MaxMP
Level 13: For every attack, 23% success rate, absorb 33% of the enemy’s MaxMP
Level 14: For every attack, 24% success rate, absorb 34% of the enemy’s MaxMP
Level 15: For every attack, 25% success rate, absorb 35% of the enemy’s MaxMP
Level 16: For every attack, 26% success rate, absorb 36% of the enemy’s MaxMP
Level 17: For every attack, 27% success rate, absorb 37% of the enemy’s MaxMP
Level 18: For every attack, 28% success rate, absorb 38% of the enemy’s MaxMP
Level 19: For every attack, 29% success rate, absorb 39% of the enemy’s MaxMP
Level 20: For every attack, 30% success rate, absorb 40% of the enemy’s MaxMP
My recommendations: Max this, or I’ll KS you. with maiz nonexistent sinzzzzz. Srsly. It’s sort of like an upgraded version of MP Recovery, except this one schwipes the MP right out of the enem(ies, with Lightning or any other mob spell)y. This is good in two ways: One, you gain more MP. Two, if the enemy has(had, more like) MP, then they probably use spells. Can you guess what that means for you? I can; it means they use less spells, if they can at all. That is, IF the enemy’s spells even USE MP, which I’m not so sure they do…. >_> You never know with those tricky little buggers.
Meditation; Master Level: 20
Type: Supportive Pre-requisite: MP Eater Lv. 3
Description:Meditate for a bit to temporarily boost up the magic attack of party members around the area.
Level 1: MP -10; Magic Attack +1 for 10 seconds
Level 2: MP -10; Magic Attack +2 for 20 seconds
Level 3: MP -10; Magic Attack +3 for 30 seconds
Level 4: MP -10; Magic Attack +4 for 40 seconds
Level 5: MP -10; Magic Attack +5 for 50 seconds
Level 6: MP -10; Magic Attack +6 for 60 seconds
Level 7: MP -10; Magic Attack +7 for 70 seconds
Level 8: MP -10; Magic Attack +8 for 80 seconds
Level 9: MP -10; Magic Attack +9 for 90 seconds
Level 10: MP -10; Magic Attack +10 for 100 seconds
Level 11: MP -20; Magic Attack +11 for 110 seconds
Level 12: MP -20; Magic Attack +12 for 120 seconds
Level 13: MP -20; Magic Attack +13 for 130 seconds
Level 14: MP -20; Magic Attack +14 for 140 seconds
Level 15: MP -20; Magic Attack +15 for 150 seconds
Level 16: MP -20; Magic Attack +16 for 160 seconds
Level 17: MP -20; Magic Attack +17 for 170 seconds
Level 18: MP -20; Magic Attack +18 for 180 seconds
Level 19: MP -20; Magic Attack +19 for 190 seconds
Level 20: MP -20; Magic Attack +20 for 200 seconds
My recommendations: Alright, this is another one of those ‘max this or I KS you’ kinda moments. It increases your damage output. By quite a bit. 20 MATT may not seem like much, but think ahead to third job…. the skill ‘Spell Booster’. Ring any bells? It will turn that measly 20 MATT into 40, once you have both activated. 40 is a LOT.
Teleport; Master Level: 20
Type: Supportive
Description: Use the arrow keys to teleport to other places in the same map on a set distance. The higher the skill level, the less MP you spend.
Level 1: MP -60; Teleport, with 130 in distance
Level 2: MP -57; Teleport, with 130 in distance
Level 3: MP -54; Teleport, with 130 in distance
Level 4: MP -51; Teleport, with 130 in distance
Level 5: MP -48; Teleport, with 130 in distance
Level 6: MP -45; Teleport, with 130 in distance
Level 7: MP -42; Teleport, with 130 in distance
Level 8: MP -39; Teleport, with 130 in distance
Level 9: MP -36; Teleport, with 130 in distance
Level 10: MP -33; Teleport, with 130 in distance
Level 11: MP -31; Teleport, with 132 in distance
Level 12: MP -29; Teleport, with 134 in distance
Level 13: MP -27; Teleport, with 136 in distance
Level 14: MP -25; Teleport, with 138 in distance
Level 15: MP -23; Teleport, with 140 in distance
Level 16: MP -21; Teleport, with 142 in distance
Level 17: MP -19; Teleport, with 144 in distance
Level 18: MP -17; Teleport, with 146 in distance
Level 19: MP -15; Teleport, with 148 in distance
Level 20: MP -13; Teleport, with 150 in distance
My recommendations: OK… I’m getting sick of having to threaten you guys with KS’ing. This epically winning skill lets you Telecast, which is one of the reasons people always call us Mages KS’ers. We can teleport all over the map, Clawing, freezing, zapping, and just making chaos reign among the enemy. It’s fun to Telecast and freeze monstahs. Believe me, it’s fun. And I’m telling you this from the level 1, 60 MP sapped per teleport(plus, you don’t go very far at level one), Teleport.
Slow; Master Level: 20
Type: Supportive Pre-requisite: Teleport Lv. 5
Description: Temporarily slows down the opponents around you. Can’t use it on them twice at once, and affects only 6 enemies per attack.
Level 1: MP -8; Speed -2 for 2 seconds
Level 2: MP -8; Speed -4 for 4 seconds
Level 3: MP -8; Speed -6 for 6 seconds
Level 4: MP -8; Speed -8 for 8 seconds
Level 5: MP -8; Speed -10 for 10 seconds
Level 6: MP -8; Speed -12 for 12 seconds
Level 7: MP -8; Speed -14 for 14 seconds
Level 8: MP -8; Speed -16 for 16 seconds
Level 9: MP -8; Speed -18 for 18 seconds
Level 10: MP -8; Speed -20 for 20 seconds
Level 11: MP -16; Speed -22 for 22 seconds
Level 12: MP -16; Speed -24 for 24 seconds
Level 13: MP -16; Speed -26 for 26 seconds
Level 14: MP -16; Speed -28 for 28 seconds
Level 15: MP -16; Speed -30 for 30 seconds
Level 16: MP -16; Speed -32 for 32 seconds
Level 17: MP -16; Speed -34 for 34 seconds
Level 18: MP -16; Speed -36 for 36 seconds
Level 19: MP -16; Speed -38 for 38 seconds
Level 20: MP -16; Speed -40 for 40 seconds
My recommendations: Yeah… alright, this is one of those rare, ‘don’t touch this or I KS you, unless you’re a F/P’ moments. This skill is USELESS for I/L’s. We can freeze monsters in place for TWO SECONDS, giving us ample time to either retreat, zap, Claw, use Cold Beam again, or even Bolt if you feel like playing around, the heck out of said frozen monster. No touchy or i gt teh sinz agan to ks u.
Cold Beam; Master Level: 30
Type: Active
Description: Creates a sharp piece of ice to fire at an enemy. The ones that are struck temporarily freezes. Damages the fire-based enemies 1.5 times more, where as the ice-based enemies get only half the damage.
Level 1: MP -12; Basic attack 13, mastery 15%, freeze monster for 1 second
Level 2: MP -12; Basic attack 16, mastery 15%, freeze monster for 1 second
Level 3: MP -12; Basic attack 19, mastery 15%, freeze monster for 1 second
Level 4: MP -12; Basic attack 22, mastery 20%, freeze monster for 1 second
Level 5: MP -12; Basic attack 25, mastery 20%, freeze monster for 1 second
Level 6: MP -12; Basic attack 28, mastery 20%, freeze monster for 1 second
Level 7: MP -12; Basic attack 31, mastery 25%, freeze monster for 1 second
Level 8: MP -12; Basic attack 34, mastery 25%, freeze monster for 1 second
Level 9: MP -12; Basic attack 37, mastery 25%, freeze monster for 1 second
Level 10: MP -12; Basic attack 40, mastery 30%, freeze monster for 1 second
Level 11: MP -12; Basic attack 43, mastery 30%, freeze monster for 1 second
Level 12: MP -12; Basic attack 46, mastery 30%, freeze monster for 1 second
Level 13: MP -12; Basic attack 49, mastery 35%, freeze monster for 1 second
Level 14: MP -12; Basic attack 52, mastery 35%, freeze monster for 1 second
Level 15: MP -12; Basic attack 55, mastery 35%, freeze monster for 1 second
Level 16: MP -24; Basic attack 58, mastery 40%, freeze monster for 2 seconds
Level 17: MP -24; Basic attack 61, mastery 40%, freeze monster for 2 seconds
Level 18: MP -24; Basic attack 64, mastery 40%, freeze monster for 2 seconds
Level 19: MP -24; Basic attack 67, mastery 45%, freeze monster for 2 seconds
Level 20: MP -24; Basic attack 70, mastery 45%, freeze monster for 2 seconds
Level 21: MP -24; Basic attack 73, mastery 45%, freeze monster for 2 seconds
Level 22: MP -24; Basic attack 76, mastery 50%, freeze monster for 2 seconds
Level 23: MP -24; Basic attack 79, mastery 50%, freeze monster for 2 seconds
Level 24: MP -24; Basic attack 82, mastery 50%, freeze monster for 2 seconds
Level 25: MP -24; Basic attack 85, mastery 55%, freeze monster for 2 seconds
Level 26: MP -24; Basic attack 88, mastery 55%, freeze monster for 2 seconds
Level 27: MP -24; Basic attack 91, mastery 55%, freeze monster for 2 seconds
Level 28: MP -24; Basic attack 94, mastery 60%, freeze monster for 2 seconds
Level 29: MP -24; Basic attack 97, mastery 60%, freeze monster for 2 seconds
Level 30: MP -24; Basic attack 100, mastery 60%, freeze monster for 2 seconds
My recommendations: Main attacking skill for I/L’s. It freezes. *Chuckles evilly* It’s so fun to Telecast around freezin’ those suckahs of monstahs. Not much to say, except that Ice Wizards max this first.
Thunderbolt; Master Level: 30
Type: Active
Description: Creates an electric force field around the wizard and makes an electric lightening attack on every monster that’s within the area.
Level 1: MP -20; Basic attack 2, mastery 15%
Level 2: MP -20; Basic attack 4, mastery 15%
Level 3: MP -20; Basic attack 6, mastery 15%
Level 4: MP -20; Basic attack 8, mastery 20%
Level 5: MP -20; Basic attack 10, mastery 20%
Level 6: MP -20; Basic attack 12, mastery 20%
Level 7: MP -20; Basic attack 14, mastery 25%
Level 8: MP -20; Basic attack 16, mastery 25%
Level 9: MP -20; Basic attack 18, mastery 25%
Level 10: MP -20; Basic attack 20, mastery 30%
Level 11: MP -20; Basic attack 22, mastery 30%
Level 12: MP -20; Basic attack 24, mastery 30%
Level 13: MP -20; Basic attack 26, mastery 35%
Level 14: MP -20; Basic attack 28, mastery 35%
Level 15: MP -20; Basic attack 30, mastery 35%
Level 16: MP -40; Basic attack 32, mastery 40%
Level 17: MP -40; Basic attack 34, mastery 40%
Level 18: MP -40; Basic attack 36, mastery 40%
Level 19: MP -40; Basic attack 38, mastery 45%
Level 20: MP -40; Basic attack 40, mastery 45%
Level 21: MP -40; Basic attack 42, mastery 45%
Level 22: MP -40; Basic attack 44, mastery 50%
Level 23: MP -40; Basic attack 46, mastery 50%
Level 24: MP -40; Basic attack 48, mastery 50%
Level 25: MP -40; Basic attack 50, mastery 55%
Level 26: MP -40; Basic attack 52, mastery 55%
Level 27: MP -40; Basic attack 54, mastery 55%
Level 28: MP -40; Basic attack 56, mastery 60%
Level 29: MP -40; Basic attack 58, mastery 60%
Level 30: MP -40; Basic attack 60, mastery 60%
My recommendations: Muahaha! This skill(I know even though I’ve never tested it personally. mush1d.gif Gotta love videos), is fun, because you run around zapping up to six monsters at a time. It’s not too stable until you get Meditation, but then it’s better. Nothing left to say, except Lightning Wizards max this first.
Skill builds; second job
There is no difference between funded and unfunded, nor between LUKless and Regular LUK, anymore. These are only off the top of my head, BTW, so please correct them, and gimme new builds pls. Also, I’m not typing out the level by level thing; you should be able to act on just a general guideline, and hardly anyone follows a build exactly in second and third jobs.
Regular LUK: Ice build
As the name explains, this is the build that MAXes Cold Beam first, so you can train on fire monsters sooner.
At level 30, put the point from the job advancement into Teleport.
MAX Cold Beam next. Should be maxed at 40.
Then, once Cold Beam is maxed, put 3 points into MP Eater.
Thunderbolt is next. Maxed at 51.
Meditation is after that. Should be maxed at 58, if I did the Math right. =P One point left over, to put into Tele or MP Eater; see next sentence.
The last 12 levels are a toss-up. If you want to save MP pots, go MP Eater, Teleport. If you want mobility, and less MP used per teleportation, go Teleport, MP Eater. If you’ve followed this build, then you should MAX the second at 70, with no points left over. =D
Lightning Build
This one is so you can train at lightning-weak monsters sooner. You also train MUCH faster, at the cost of a ton of potions. Even though I said there’s no distinction between funded and unfunded, if you’re using this build, it would help if you could afford potions.
Level 30, again, put the point into Teleport.
Then max Thunderbolt.
3 points in MP Eater, again. It’s even more useful for sapping MP with Thunderbolt. More hits=more MP sapped.
Meditation is next, for more stable damage with your lightning. If you don’t do this, the leveling advantage over Ice builds will be pretty much gone.
Then max Cold Beam.
And again, it’s the toss-up. Read the explanation in the Ice build pls.
Meditation build
This is the build that maxes Meditation in-between the two attacking skills, for more stable damage, and faster training. For Lightning Wizards, this is pretty much necessary for survival without losing TONS of money on Pots for having to use Thunderbolt more than is necessary to kill. This is the build I like the most. Saves money by letting you killinate easier.
1 in Tele at 30, again.
One of the attacking skills.
3 MP Eater.
Meditation.
The other attacking skill.
It’s the toss-up yet again. Refer to the Ice build pls.
Training for second job
Ahh, you’ve just gotten into second job, and now, you have no idea where to train, right? I’m sure some of you DO know where to train, but for those who don’t, here’s a few tips.
From Asterisk:
I never thought about leaving Victoria for training but don’t forget to talk about the common training spots outside of Victoria. For instance, Jr Grupins(note: nuh-uh. Go to Jr. Cellions, Lioners[unless you’re a Lightning Wizard], or the other ones; Grupins are the Ice kitties) and the such should be easy to train on at level 35 if you have a good scrolled staff or wand. Normally you would start at level 40 but lukless hit an average of 5 levels above their level, damage wise.
Side note from me: Aster is absolutely right, but with the LUKLess thing, I have a little correction. I was training on Jr. Cellions at level 32 and 33 on my regular LUK I/L, and I was burning pots like mad, while gaining EXP at the same rate of madness(two or three Claws to a kill for awesomesauce EXP). Didn’t miss once, got like a level or two, and then stopped and went to the Ant Tunnel, for I was extremely poor. For LUKLess, if you’re proficient at Telecasting, you can traverse the bottom of the map without being hit once. For the top platforms, however, you’ll probably have to use potions up there. If at all possible, get an Assassin to snipe the top platforms as to make your life easier. I haven’t been there in a while, but from my memory of the map, I think they can. Use Claw, while freezing with your low level Cold Beam(unless you’re a Lightning Wizard). Cold Beam is too low of a level to be efficient.
From iEatNewbie:
30-40: Stone masks and Wood masks in Perion.
40-50: Retz or Kitties.
50-60: Retz or Straw target dummies.
60-70: FoG or Gryphons.
From Spoinky:
raining wise: From about about lvl 35-40 I stayed at Fire Boars and then moved onto Jr Cellions/Jr Lioners/Sakuras and Ludi PQ till lvl 50. Then at 50 you can go to Cellions/Lioners and Fire Drakes at 55. From then on it was Retz/Gryphons all the way.
With new training spots, from 45-55 you can train at Paper Lantern Ghosts as they’re weak to ice and from 60-80 you can go to Hoodoos/Voodoos. I don’t know much about the PQs as I was already past them when they came out =P, but I’ve heard they’re great exp.
BZRraining wise: From about about lvl 35-40 I stayed at Fire Boars and then moved onto Jr Cellions/Jr Lioners/Sakuras and Ludi PQ till lvl 50. Then at 50 you can go to Cellions/Lioners and Fire Drakes at 55. From then on it was Retz/Gryphons all the way.
With new training spots, from 45-55 you can train at Paper Lantern Ghosts as they’re weak to ice and from 60-80 you can go to Hoodoos/Voodoos. I don’t know much about the PQs as I was already past them when they came out =P, but I’ve heard they’re great exp.
From lvl 70-75 training is ‘hell’. You stay at the same spots but much slower. At 75 (assuming you have 16 IS) you can go to DTs or Wolf Spiders till 85. Then move on to Bains at the Wan Wan Spa of Hell (or the armoury if it gets released) and then it’s Squids/Vikings/Gobies till new areas get released =P. Some mages go to Himes at 100+ as well but they’re not as much needed as other classes.
From lvl 70-75 training is ‘hell’. You stay at the same spots but much slower. At 75 (assuming you have 16 IS) you can go to DTs or Wolf Spiders till 85. Then move on to Bains at the Wan Wan Spa of Hell (or the armoury if it gets released) and then it’s Squids/Vikings/Gobies till new areas get released =P. Some mages go to Himes at 100+ as well but they’re not as much needed as other classes.

